What is Evocosim

    Evocosim is a game that was created with the goal of having an open ended player extendable environment. The planned setting is a virtual universe complete with an economy and a variety of styles of play.

 

Objectives:


Phase 1 (Complete)

-Moving Objects
-Networking
-Basic Infrastructure

Phase 2 (Complete 5/17/06)

-Ship Stats: current location
-Fully Networked Environment: A playable and consistent environment.
-Account Stats
    -Server Login: User name and password
    -Ship: The ship associated with this player
-Items: An inventory for the ship, along with the ability to jettison the items into space
-More Models: Planet models and more ship models

Phase 3 (Complete 7/21/06)

-Object Selection
-jME Prototype
-Docking
-Economy of some type
-AI:
    -A basic patrol rout to demonstrate a non play controled ship
-Player Accounts
    -Saved Control Setup
-Space Stations: Space stations to dock at    
-Controls
	-Mouse control demonstrated
-Primitive Physics System

Phase 4 (Complete 12/10/06)

-Logging
	-Started converting over to using log4j
-Login
	-Basic account creation
	-Login enabled
-Networking
	-Created working Server
	-Slow system and serices implemented
	-Primitive real time system	
-Hibernate
	-Saving and loading: Account, Player, Ship, Engine

Phase 5 (In progress)
-Networking
	-Improved real time system
	-Chat, Simple in game communication interface
-Website
	-Registration
	-Visit Tracking (counter)
	-Improved looks
-Combat
	-Weapons
		-Mountable
		-Lasers
		-Missiles
	-Ship Stats
		-HP
-Docking
	-Removing Ship Environment
	-Animation
-Billboarding
	-Stars in sky
	-Overhead Display
-Physics
	-Ship to Ship collision		
-Velocity, fixing		
-Camera, fixing	
-Econ
	-Varying Prices
	-Setting Consumption and Production
-Swing interface
-Re-implement control maps	

Phase ++ (Future Ideas/Plans)

-Contracts, instead of missions
-Engine Charge Times
-Implement Radar
-AI
	-An AI Trader
	-Work towards Evolution
-Selection
	-Improved Time Performance
	-New Graphic, other than flashing objects
-Command Experience
-Console base control
-Death Dates
-Newbie Pen: An area where new players start out and struggle to survive to make it to the full game.
-Planets: Visual landmarks, and perhaps rotating systems
-Economy: A way to trade items
    -Basic Resources: Different planets/space stations having different resources
    -Ship construction: Building ships on factories
    -Players should be separated from AIs
            -Players: no charging restrictions, should have MUDflation counteractors
            -AIs: fixed price based on supply/demand/profit margin
-Ship Customization: Ability to mount what weapons where you want
-Strategic Fleet Control: Adding in game elements to allow for controlling more than one ship in a RTS style game
-Groups: An in game collection of players, all playing together
-Inheritance: The passing on of in game wealth. IE Keep playing once your character is dead
    -Escape Pods: A way to avoid death, if your attackers are so kind.
    -Transporters: Another way to avoid death, if you are near a space station
    -Clones: A high priced way to cheat death
    -Children: A family structure to allow your children to take over
    -Followers: Gather other characters to take over your wealth once you gone. (Characters are not players)
-Insurance: Having someone else pay for your new ship, once your ship is blown up
-Orgs: Different in game groups with different goals and ideologies.
    -IDs: Each ship/player carries IDs of the orgs they belong to
        -Public: That player announce to all that he is a member of this org
        -Encrypted: That player only announce to other members of the same org that he is a member
        -Hidden: That player doesn't announce to anyone that he is a member of the org